Module:Items: Difference between revisions
From Melvor Idle
Falterfire (talk | contribs) (Making GloveTable a module-level variable so I can move code to Items/SourceTables) |
Falterfire (talk | contribs) (Moving code over to Items/SourceTables (Will temporarily break stuff)) |
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Line 194: | Line 194: | ||
result = result..'\r\n|}' | result = result..'\r\n|}' | ||
return result | return result | ||
end | end | ||
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end | end | ||
return 'Invalid' | return 'Invalid' | ||
end | end | ||
Revision as of 20:46, 17 November 2020
Lua module containing all sorts of functions for getting data on items. Pulls data from Module:GameData/data.
Some functions were split to submodules:
--This module contains all sorts of functions for getting data on items
--Several functions related to use tables can be found at Module:Items/UseTables
--Functions related to source tables can be found at Module:Items/SourceTables
local p = {}
local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')
local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Icons = require('Module:Icons')
local EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon'}
local OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
local GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50},
["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5},
["Ruby"] = {name = "Ruby", id = 130, chance = 17.5},
["Emerald"] = {name = "Emerald", id = 131, chance = 10},
["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
--The base chance to receive a gem while mining
local GemChance = .01
--The number of different fishing junk items
local junkCount = 8
--Items (aside from bars & gems) which can be created via Alt Magic
local AltMagicProducts = {'Rune Essence', 'Bones', 'Holy Dust'}
--The kinds of gloves with cost & charges
p.GloveTable = {['Cooking Gloves'] = {cost=50000, charges=500},
['Mining Gloves'] = {cost=75000, charges=500},
['Smithing Gloves'] = {cost=100000, charges=500},
['Thieving Gloves'] = {cost=100000, charges=500},
['Gem Gloves'] = {cost=500000, charges=2000}}
p.specialFishWt = 6722
p.specialFishLoot = {{128, 2000}, {129, 1600}, {130, 1400}, {131, 1000}, {132, 400}, {667, 10}, {668, 10}, {902, 1}, {670, 1}, {669, 50}, {120, 250}}
function p.buildSpecialFishingTable()
--This shouldn't ever be included in a page
--This is for generating the above 'specialFishLoot' variable if it ever needs to change
--To re-run, edit the module, type in "console.log(p.buildSpecialFishingTable())" and copy+paste the result as the new value of the variable
--Also gives you the total fishing weight for saving time later
local lootArray = {}
local totalWt = 0
for i, item in pairs(ItemData.Items) do
if item.fishingCatchWeight ~= nil then
totalWt = totalWt + item.fishingCatchWeight
table.insert(lootArray, '{'..(i - 1)..', '..item.fishingCatchWeight..'}')
end
end
local result = 'p.specialFishWt = '..totalWt..'\r\n'
result = result..'p.specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
return result
end
function p.getSpecialAttackByID(ID)
local result = Shared.clone(ItemData.SpecialAttacks[ID + 1])
if result ~= nil then
result.id = ID
end
return result
end
function p.getItemByID(ID)
local result = Shared.clone(ItemData.Items[ID + 1])
if result ~= nil then
result.id = ID
end
return result
end
function p.getItem(name)
local result = nil
name = string.gsub(name, "%%27", "'")
name = string.gsub(name, "'", "'")
name = string.gsub(name, "'", "'")
for i, item in pairs(ItemData.Items) do
local itemName = string.gsub(item.name, '#', '')
if(name == itemName) then
result = Shared.clone(item)
--Make sure every item has an id, and account for Lua being 1-index
result.id = i - 1
break
end
end
return result
end
function p.getItems(checkFunc)
local result = {}
for i, item in pairs(ItemData.Items) do
if checkFunc(item) then
local newItem = Shared.clone(item)
newItem.id = i - 1
table.insert(result, newItem)
end
end
return result
end
function p._getItemStat(item, StatName, ZeroIfNil)
local result = item[StatName]
--Special Overrides:
if StatName == 'stabAttackBonus' then
if item.attackBonus == nil then
result = nil
else
result = item.attackBonus[1]
end
elseif StatName == 'slashAttackBonus' then
if item.attackBonus == nil then
result = nil
else
result = item.attackBonus[2]
end
elseif StatName == 'blockAttackBonus' then
if item.attackBonus == nil then
result = nil
else
result = item.attackBonus[3]
end
elseif StatName == 'attackType' then
result = p._getWeaponAttackType(item)
elseif StatName == 'description' then
result = item.description
if result == nil or result == '' then result = 'No Description' end
end
if result == nil and ZeroIfNil then result = 0 end
return result
end
function p.getItemStat(frame)
local args = frame.args ~= nil and frame.args or frame
local ItemName = args[1]
local StatName = args[2]
local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
local item = p.getItem(ItemName)
if item == nil then
return "ERROR: No item named "..ItemName.." exists in the data module"
end
local result = p._getItemStat(item, StatName, ZeroIfNil)
if formatNum then result = Shared.formatnum(result) end
return result
end
function p._getWeaponAttackType(item)
if item.type == 'Weapon' then
return Icons.Icon({'Melee', nolink='true'})
elseif item.type == 'Ranged Weapon' then
return Icons.Icon({'Ranged', type='skill', nolink='true'})
elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
return Icons.Icon({'Magic', type='skill', nolink='true'})
else
return "Invalid"
end
end
function p.getWeaponAttackType(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return "ERROR: No item named "..ItemName.." exists in the data module"
end
return p._getWeaponAttackType(item)
end
function p.getPotionTable(frame)
local potionName = frame.args ~= nil and frame.args[1] or frame
local tiers = {'I', 'II', 'III', 'IV'}
local result = '{| class="wikitable"'
result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
local tier1potion = p.getItem(potionName..' I')
for i, tier in pairs(tiers) do
local tierName = potionName..' '..tier
local potion = p.getItemByID(tier1potion.id + i - 1)
if potion ~= nil then
result = result..'\r\n|-'
result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
result = result..'||'..'[['..tierName..'|'..tier..']]'
result = result..'||'..potion.potionCharges..'||'..potion.description
end
end
result = result..'\r\n|}'
return result
end
function p.getEquipmentSlotName(id)
for slotName, i in Shared.skpairs(Constants.equipmentSlot) do
if i == id then
return slotName
end
end
return 'Invalid'
end
function p.getEquipmentTable(frame)
local args = frame.args ~= nil and frame.args or frame
local type = args.type
local tier = args.tier
local slotStr = args.slot
local ammoTypeStr = args.ammoType
local category = args.category ~= nil and args.category or 'Combat'
--Find out what Ammo Type we're working with
local ammoType = nil
if ammoTypeStr ~= nil then
if ammoTypeStr == "Arrows" then
ammoType = 0
elseif ammoTypeStr == 'Bolts' then
ammoType = 1
elseif ammoTypeStr == 'Javelins' then
ammoType = 2
elseif ammoTypeStr == 'Throwing Knives' then
ammoType = 3
end
end
--Find out what slot we're working with
local slot = nil
if slotStr ~= nil then
slot = Constants.equipmentSlot[slotStr]
end
--Getting some lists set up here that will be used later
--First, the list of columns used by both weapons & armour
local statColumns = {'stabAttackBonus', 'slashAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction', 'attackLevelRequired', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
--Then the lists for just weapons/just armour
--Then the list of weapon types
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
local isWeaponType = Shared.contains(weaponTypes, type)
--Now we need to figure out which items are in this list
local itemList = {}
for i, itemBase in pairs(ItemData.Items) do
local item = Shared.clone(itemBase)
item.id = i - 1
local listItem = false
if isWeaponType then
listItem = item.type == type and item.category == category
if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
else
--Now for handling armour
if type == "Armour" or type == "Melee" then
listItem = item.defenceLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Armour')
elseif type == "Ranged Armour" or type == "Ranged" then
listItem = item.rangedLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
elseif type == "Magic Armour" or type == "Magic" then
listItem = item.magicLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Magic Armour')
else
listItem = item.type == type and item.category ~= 'Combat'
end
if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
end
if listItem then
table.insert(itemList, item)
end
end
--Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
local ignoreColumns = Shared.clone(statColumns)
for i, item in pairs(itemList) do
local ndx = 1
while Shared.tableCount(ignoreColumns) >= ndx do
if p._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
table.remove(ignoreColumns, ndx)
else
ndx = ndx + 1
end
end
end
--Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
local attBonusCols = 5
local strBonusCols = 2
local defBonusCols = 3
local lvlReqCols = 4
local ndx = 1
while Shared.tableCount(statColumns) >= ndx do
local colName = statColumns[ndx]
if Shared.contains(ignoreColumns, colName) then
if Shared.contains(colName, 'AttackBonus') then attBonusCols = attBonusCols - 1 end
if Shared.contains(colName, 'trengthBonus') then strBonusCols = strBonusCols - 1 end
if Shared.contains(colName, 'efenceBonus') then defBonusCols = defBonusCols - 1 end
if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
table.remove(statColumns, ndx)
else
ndx = ndx + 1
end
end
--Alright, let's start the table by building the shared header
local result = '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"'
if isWeaponType then
--Weapons have extra columns here for Attack Speed and "Two Handed?"
result = result..'\r\n!colspan="4"|'
else
result = result..'\r\n!colspan="2"|'
end
if attBonusCols > 0 then
result = result..'\r\n!colspan="'..attBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
end
if strBonusCols > 0 then
result = result..'\r\n!colspan="'..strBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
end
if Shared.contains(statColumns, 'magicDamageBonus') then
result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
end
if defBonusCols > 0 then
result = result..'\r\n!colspan="'..defBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
end
if Shared.contains(statColumns, 'damageReduction') then
result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
end
if lvlReqCols > 0 then
result = result..'\r\n!colspan="'..lvlReqCols..'"style="padding:0 0.5em 0 0.5em;"|Levels Required'
end
result = result..'\r\n!colspan="1"|'
--One header row down, one to go
result = result..'\r\n|-class="headerRow-1"'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Item'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Name'
--Weapons have Attack Speed here
if isWeaponType then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
end
--Attack bonuses
if Shared.contains(statColumns, 'slashAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'stabAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'blockAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
--Strength bonuses
if Shared.contains(statColumns, 'strengthBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedStrengthBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicDamageBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
--Defence bonuses
if Shared.contains(statColumns, 'defenceBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedDefenceBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicDefenceBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'damageReduction') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
--Level requirements
if Shared.contains(statColumns, 'attackLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'defenceLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
--And finally Sources
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'
table.sort(itemList, function(a, b) return a.id < b.id end)
for i, item in pairs(itemList) do
if isWeaponType then
--Building rows for weapons
result = result..'\r\n|-'
result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.formatnum(item.attackSpeed)
--That's the first list out of the way, now for 2-Handed
result = result..'\r\n| style ="text-align: right;"|'
if item.isTwoHanded then result = result..'Yes' else result = result..'No' end
for j, statName in pairs(statColumns) do
local statValue = p._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
if not Shared.contains(statName, 'LevelRequired') then
if statValue > 0 then
result = result..'background-color:lightgreen;'
elseif statValue < 0 then
result = result..'background-color:lightpink;'
end
end
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--Finally, the Sources
result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
result = result..p._getItemSources(item)
else
--Building rows for armour
result = result..'\r\n|-'
result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
for j, statName in pairs(statColumns) do
local statValue = p._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
if statValue > 0 then
result = result..'background-color:lightgreen;'
elseif statValue < 0 then
result = result..'background-color:lightpink;'
end
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--Finally, the Sources
result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
result = result..p._getItemSources(item)
end
end
result = result..'\r\n|}'
return result
end
function p._getItemCategories(item)
local result = ''
if item.category ~= nil then result = result..'[[Category:'..item.category..']]' end
if item.type ~= nil then result = result..'[[Category:'..item.type..']]' end
return result
end
function p.getItemCategories(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemCategories(item)
end
function p.getSkillcapeTable(frame)
local skillName = frame.args ~= nil and frame.args[1] or frame
local cape = p.getItem(skillName..' Skillcape')
local result = '{| class="wikitable"\r\n'
result = result..'!Skillcape!!Name!!Effect'
result = result..'\r\n|-\r\n|'..Icons.Icon({cape.name, type='item', size='60', notext=true})
result = result..'||[['..cape.name..']]||'..cape.description
result = result..'\r\n|}'
return result
end
function p.getShopSkillcapeTable()
local result = ''
local capeList = {}
for i, item in pairs(ItemData.Items) do
if Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion' then
table.insert(capeList, item)
end
end
result = result..'\r\n{|class="wikitable sortable"'
result = result..'\r\n!colspan="2" style="width:200px"|Cape'
result = result..'!!Description!!style="width:120px"|Price'
--Sort the table by cost and then name
table.sort(capeList, function(a, b)
if a.buysFor == b.buysFor then
return a.name < b.name
else
return a.sellsFor < b.buysFor
end
end)
for i, thisItem in pairs(capeList) do
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item', size='50', notext=true})
result = result..'||[['..thisItem.name..']]'
result = result..'\r\n||'..thisItem.description
result = result..'||style="text-align:left" data-sort-value="'..thisItem.buysFor..'"'
result = result..'|'..Icons.GP(thisItem.buysFor)
end
result = result..'\r\n|}'
return result
end
function p.getItemGrid(frame)
result = '{|'
for i, item in Shared.skpairs(ItemData.Items) do
if i % 17 == 1 then
result = result..'\r\n|-\r\n|'
else
result = result..'||'
end
result = result..'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'})
end
result = result..'\r\n|}'
return result
end
return p